08-01-2017, 08:16 AM
Venom
[spoiler]
Most excellent. Approved![/spoiler]
Ebonywood Hellscythe
[spoiler]
Approved.[/spoiler]
Clappy
[spoiler]
Looks good, brobot. Approved.[/spoiler]
Luci
[spoiler]
Just add in a bit about her needing to maintain line-of-sight and you’re good. If you want to get Enhanced Senses down the road, feel free to run it through here again for a re-approval without that caveat.[/spoiler]
Ash
[spoiler]
Perfecto. Approved.[/spoiler]
Yuuka
[spoiler]
Approved.[/spoiler]
Clowny
[spoiler]
Sounds good to me. Much approval.[/spoiler]
Asriel Dreemurr
[spoiler]
The difference is that Arle’s move has individual cast times per spell, making it less exploitable than pegging 6 fireballs in rapid succession. Please address that as well as the other issues I’ve raised.[/spoiler]
Aquamarine
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I’m a little confused here. You said the gun takes 6 seconds to reload...and then that it takes a minute to reload?[/spoiler]
GILDARTS CLIIIIVE
[spoiler]
Maravilloso. Approved. Remember to leave a picture with it in your Roster so everyone knows what it looks like![/spoiler]
Veritas Night
[spoiler]
Explosives are approved.
Shield Generator: I still need to know how draining this is on his stamina, if it requires concentration to cast/maintain and if it can be used while moving around.
Shock Collar: I still need the answer to the following questions:
Does that mean people can’t walk through it? How strong is the shield before it fails? Can he move while using this? What’s the size on the knockback blast? Does it do any damage or just knock down and debuff?[/spoiler]
Marcus
[spoiler]
This is a Super, so you don’t need to mention people being too fast to hit. They’d need a Defensive Super to avoid it.[/spoiler]
[spoiler]
(07-29-2017, 06:55 PM)Venom Wrote:(07-29-2017, 06:39 PM)Mark Wrote: VENOM
(07-28-2017, 08:44 PM)Venom Wrote: Wall Crawling (300) - Venom can adhere his body to any surface, regardless of gravity's demands. While generally he does this with hands, feet and knees in order to crawl over surfaces, he is capable of using any part of his body (eg. his back). Venom can maintain this with little effort and can perform any attack, but finds attacking or launching projectiles, if not squatting, kneeling, or crawling on the surface, difficult as his centre of balance is set off, affecting accuracy and technical proficiency. Venom can be ripped off a surface with enough force (ie. greater force than his ATK stat).Tendrils: About how long can these get at max range?
Tendrils (requires Physical, Ranged, Elasticity, Remote Control) (300) - The unadulterated form of his Webbing ability, Venom can shape the mass of his body into tendrils that rise from anywhere on his body. These tendrils are around the thickness of an average human's arm and operate much like any other limb. With Elasticity, Venom can stretch them out at greater than melee range. The tips of the tendrils are normally rounded, but Venom can shape them into any implement that he can shape his hands/mass into (eg. claws) and can also benefit from his Wall Crawling attribute. These require low concentration to form and maintain, but can be mentally distracting if operating them all at once (like the whole head pat-stomach rub trick). Venom has no limit on how many he can form at once, but the more he wields, the thinner the tendrils are, and the greater strain they put on his concentration to operate. He will generally create anywhere from one to six before the major setbacks occur.
Scorpion Tail (requires Physical, Ranged, Elasticity) (300) - Inspired by his time with Mac Gargan, Venom moulds his mass into a curved, six-foot long tail from the small of his back, shaped like a scorpion's tail. The tail has a sharp tip on the end, and Venom uses this for striking at opponents. The tail can extend within the limits of Elasticity, making it a threat even when not close up. This does not require much energy or focus to wield, though the shift in his weight can make his movements clumsy.
Fangs (requires Physical) (300) - Venom can attack with his vicious teeth, slicing flesh and denting metal with them. He can also shape the ends of his limbs and tendrils so that they have biting implements as well.
Scorpion Tail: Around how far can he stretch this?
Sorry, I made the assumption that Elasticity has a max range, but it isn't explicitly listed on the Powers page. Max range for both is 30 metres. I'll edit that into the description when I purchase them.
Most excellent. Approved![/spoiler]
Ebonywood Hellscythe
[spoiler]
(07-29-2017, 07:01 PM)Ebonywood Hellscythe Wrote: @Mark:
Firstly,
Quote:This allows Ebony to essentially store spells during the chanting period to all cast together once she's ready to cast.So that would mean 55 seconds (since it'd take 5 seconds to chant the shortest spell, and the chanting period lasts a minute at most. She also can't move while chanting for most parts unless she's chanting the homing section) plus a bit extra if you include the potential fodder time where she can wait. Although she can't move for that and it can only last up to 3 seconds.
Secondly, yeah. You're right there. Although there are a lot of downsides already (such as having to stand still for most of it, her obviously casting something, all progress being lost if she takes damage or loses concentration). So, perhaps I could add to that and basically make her an attack magnet.
Multi-Spell: This allows Ebony to essentially store spells during the chanting period to all cast together once she's ready to cast. Instead of simply spending 5 seconds modifying the spell, she starts speaking and channelling magic as if she were chanting the base spell. While this occurs the old spell is saved along with all its already existing modifiers (and may not be changed). This does not reset the maximum chanting time of 1 minute. After Ebony chants the new base spell (which may be different to or the same as the one before) she continues working on that spell as usual (being affected but the same restrictions and times, as well as the usual fatigue, if any). Should she wish, she could even choose to add a "multi-spell" to the new spell, allowing another spell to be saved as well. Once she finishes chanting all the spells she wishes to cast (in the order she chanted them), she may then choose to add a couple of fodder words as usual, or may proceed straight to casting them. During this, the first spell that was saved is cast as usual. Then, there is a 1 second delay (during which Ebony does not have to speak, but may choose to). This may be extended to up to 3 seconds with more fodder words. Once the delay is over, the next spell is then cast as usual and the cycle repeats. It is possible that, due to the occasional different speeds of spells (or them following nonlinear paths) two spells could collide. When this happens they phase through each other without interacting. One additional major downside of this is that for every spell Ebony has stored, the potent magic sucks in and attracts energetic objects within 1ft of her (so 3 spells stored = 3ft). This effectively makes her a magnet to all ranged attacks in the area, and should a single one hit her and disrupt her concentration, all progress on the spells will be lost.
Approved.[/spoiler]
Clappy
[spoiler]
(07-29-2017, 07:47 PM)Claptrap Wrote: Hyperion rocket launcher (Requires ranged proficiency, area attack proficiency) (300): Claptrap summons out a sleek yellow and black rocket launcher. The rocket launcher is about 1.5 metres long, and the barrel is about 15 centimetres in diameter. The summoning takes about 2 seconds. When Claptrap fires the rocket launcher, a single rocket, moving about 3 metre per second fires out, with a max range of ~20 metres. When it lands, it explodes, dealing considerable damage to anything in a 2 metre diameter explosion, including structures. Once the shot is fired, Claptrap will need to reload. Reloading takes 5 seconds and Claptrap cannot reload while trying to do other actions like dodging or fighting. Claptrap needs to stand still while summoning and firing the launcher, and Claptrap needs to concentrate when firing or the rocket will probably miss completely. The stamina drain for the initial summoning is moderate, and there is a small stamina drain every time it is fired when the user braces the self against the recoil. This cannot be fired with other moves.
Added more clarifications and bumped the speed up to three metres a second.
Looks good, brobot. Approved.[/spoiler]
Luci
[spoiler]
(07-29-2017, 10:46 PM)Luci Wrote: Astral Gift - 300 OM - (Burst Movement, Buff Proficiency)
Luci takes approximately one second to paint a glowing silver line to the back of a willing Ally’s head from her magic spraycan. That Ally’s eyes start to glow and change colors as Luci pulls them partially into the Astral Realm. Time seems to slow for that Ally. This power is active up to thirty seconds.
During those thirty seconds, that Ally has access to the Burst Movement power.
Luci must channel during this entire Move. She cannot use any moves or powers, she cannot attack or defend, and she cannot move at all. She can do nothing except concentrate on the move.
This move is extremely draining to Luci. It can only be performed once per day.
Just add in a bit about her needing to maintain line-of-sight and you’re good. If you want to get Enhanced Senses down the road, feel free to run it through here again for a re-approval without that caveat.[/spoiler]
Ash
[spoiler]
(07-29-2017, 11:34 PM)Ash Wrote: My bad, how's this? (Bold - Changes made)
Chain Lightning(300 OM)
Requires Ranged Attack Prof, Debuff prof, and Area Attack Prof.
Ash concentrates for 15 seconds - as long as she remains unharmed she can maintain this concentration while moving but cannot use any other action - to charge up a large amount of destructive blue electrical energy which she then releases at a target within 20 feet of her. It strikes as fast as natural lightening at the intended target, and continued to course through the group of people with little to no slowing or lowering of power. Hitting up to seven people almost simultaneously, the electricity jumps randomly from the original target to the next within 3 feet but never back as it follows the direction its casted. She can only control the aim of the spell to the first person but cannot control it enough to spare any friendlies in the group if any. No one is safe from becoming a lightning rod except herself as it does not move backwards.
On top of a powerful shock, enough to tear through the flesh (and flesh like substance) it touches and can leave multiple painful smoking rips in the body, every successfully hit target suffers paralysis for 10 vulnerable seconds. In these spare moments, Ash and anyone who can still move, can attack the paralyzed target(s), bind said targets with whatever will work at the time, or steal what they deem valuable at the time.
Ash can only do this move twice a fight before she needs a rest as it is very draining, and really should only have to do it once.
Perfecto. Approved.[/spoiler]
Yuuka
[spoiler]
(07-30-2017, 01:40 AM)Yuuka Kazami Wrote: Just in case I need this because of Yuuka's impending death.
600 OM: Ritual Sign [Orreries Sun] (Requires Ranged, Remote Control, Area Attack)
After about three seconds, this summons a set of four roughly basketball-sized orbs in a square formation, each about a meter away from the user- one in front, one to either side, and one behind. The four orbs are color coded with one red, blue, purple, and green. These orbs are somewhat durable but not indestructible, probably around equivalent to a particularly tough plastic in strength with some fortifications depending on the user’s defense. Orreries sun has two distinct uses- to defend oneself, and to attack.
When defending, the orbs simply rotate around the user at the distance they were summoned and a speed roughly equivalent to a brisk walk (~7 MPH), retaining their quadrilateral formation with one on any given side of the user. They can be controlled to absorb hits, but do not take that much damage- variable, depending on the user's defense versus the attacker's strength, but no more than something that would pierce skin for the user- before breaking. As the speed of repositioning is not very fast, it is best used to partially guard from weaker, continuous fire like energy beams and rapid shots. This formation also cannot be used to shield anything larger than the user, really, before their spread would become too wide for them to be effective. When the number of orbs goes down, it shifts into a triangle shape for three and a straight line through the user's center of mass between them for two. The user can move while this is in effect, but must focus on the movement of Orreries Sun while moving so as not to hit themselves with the orbs, so it would slow them down significantly. Running into these orbs feels like smacking into something made of hard plastic going at equivalent speed, and destroys whatever orb was touched.
When attacking, the move is more direct. Still spinning, but in a far tighter formation (only about 1 foot between the orbs) and about double the speed of defensive rotation (~15 MPH), the four orbs can be “thrown” at a speed logically equivalent to an object of their size being thrown, with a direction from the user, all four exploding with magic once one finds contact with an enemy. This explosion deals a fair amount of damage, but not an enormous amount- probably about equivalent to a couple good punches from the user near the center, fading out towards around a slap's worth at the edges. Roughly getting smacked in the face with some really hard plastic at a goodly speed and then blasted with some weak magic would be the best way to describe it. The explosion itself isn't terribly large- only about a meter in diameter even with all four orbs. This throw needs to be aimed, and cannot change directions once it is done. This version, too, requires the user to focus- and moreso than the defense form, as they need to aim as well- so they cannot move while focusing on the throw.
If it misses completely, the orbs must be "called back" while they are still within about 10 meters of the user if they want them to switch back to defense form, otherwise all four explode harmlessly. If they are recalled, they return at about half the speed they were thrown, as they need to be consciously moved back into defensive position so as not to harm the user. This gives the move an effective range of around 10 meters. No other moves may be used by the caster while Orreries Sun is in effect, regardless of which form it is being used in, or else focus will be lost. It cannot be recast while in use to recreate broken orbs, so it must be dispelled before it is used again. When focus on the move is lost due to the user taking other actions such as using another move or intentionally dropping concentration, the orbs harmlessly explode where they are with a pop. Overall the move is a bit draining, probably about equivalent to a short jog for the user.
Approved.[/spoiler]
Clowny
[spoiler]
(07-30-2017, 01:52 AM)Clownpiece Wrote: T1 Super Attack: Hell Sign “Shooting Star” (Ranged, Area Attack) (600): Clownpiece holds out her hand, concentrating for three seconds, before unleashing a bright ball of infernal fire in the direction her palm is facing. This fireball measures about 2 inches in diameter, and blazes a trail across the sky as it flies, travelling up to 60 meters in just under 2 seconds. Once it has covered that distance, or struck a person or object, the fireball explodes violently, while releasing a vibrant display of red, white, and blue stars, each only a few inches in size and fizzling out after a second or two. This blast injures anyone within 10 meters of the impact zone, and throws them off their feet as well.
Sounds good to me. Much approval.[/spoiler]
Asriel Dreemurr
[spoiler]
(07-30-2017, 07:43 AM)Asriel Dreemurr Wrote: @Mark
Arle Nadja's move Fire! has a debuff that lasts until the burns are treated.
The difference is that Arle’s move has individual cast times per spell, making it less exploitable than pegging 6 fireballs in rapid succession. Please address that as well as the other issues I’ve raised.[/spoiler]
Aquamarine
[spoiler]
(07-30-2017, 11:49 AM)Aquamarine Wrote:Quote:Does this do any damage or is it just a freeze debuff? Would hitting a person in the same area stack or refresh the debuff? You’ll need to include some other kind of downside here like an ammo limit and summon time or something. Right now there really aren’t any downsides other than having to reload, which since you have other moves at your disposal, isn’t really an actual downside.
Empire Cold Gun Prototype (300 OM, Requires Ranged, Debuff)
A small prototype gun based on a cyclotron that was built by the Empire to test if they could create a weapon that could freeze opponents solid so that they could easily arrest them, though the prototype is not as effective as they hoped. This prototype model can be drawn out from Aquamarine's Gem and is capable of launching a 3 inch wide beam of concentrated freezing solution at the opponent, and charging and firing the gun only takes one second. The beam travels as fast as a bullet, has a maximum range of 80 feet, and lasts for 8 seconds in the air before dissolving, but if it hits one of the opponent's limbs, the beam will cover the opponent's limb in the solution, which will quickly freeze the limb for 5 seconds and make it half as effective in combat for that duration, though it will not damage the opponent. In addition, if a beam were to hit a frozen limb, it would refresh the debuff/ Aquamarine does not need to focus while using the move and can use the move with other Moves and while moving, though after firing three beams the gun takes 6 seconds to reload due to running out of solution. Lastly, while using the gun only uses up small amounts of stamina, reloading the gun takes one minute, and the gun draws a big chunk of stamina from Aquamarine in order to reload, which can make the Gem more and more exhausted after each reload, and only being able to reload up to 3 times a day without using up too much stamina.
(Changes in Bold, plus when there was a 6 second reload, it was implied that the gun runs out of solution after three shots, though I made it a bit more obvious)
I’m a little confused here. You said the gun takes 6 seconds to reload...and then that it takes a minute to reload?[/spoiler]
GILDARTS CLIIIIVE
[spoiler]
(07-30-2017, 12:31 PM)Gildarts Wrote:MoveMasterMark Wrote:Alt form and T3 Power-Up are approved. It would be a good idea to describe what these look like in your Roster, but number-wise you’re good. Like Alex mentioned, your assists don’t scale with your stats at all, so you’d have 20 points to allocate and it wouldn’t change whether you’re in an alt form or your base form.That's okay! I think I was looking at the Power ups or somethin on the same page.
Updated *rainbow*
T3 Assist: Acnologia, the Dragon of Death 2000 om
(20 total stats)
ATK:8
DEF:3
SPD:4
TEC:5
Maravilloso. Approved. Remember to leave a picture with it in your Roster so everyone knows what it looks like![/spoiler]
Veritas Night
[spoiler]
(07-31-2017, 08:24 AM)Veritas Night Wrote: Shield Generator:
A shoulder attached shield generator that was made for the purpose of foiling the efforts of those Primes who were pyrokinetics, or who relied on energy based attacks, as Veritas didn't want his face melted off of him, or to be blown away with Energy Based attacks. The Shield Generator cannot stop any form of physical assault on his body, unfortunately, as it's primary purpose is to counter energy based attacks. How it counters the energy based attacks is by absorbing them, and then returning them to sender with a bit more force behind the attack.
This takes him 5 seconds to activate. When active, he cannot use any moves other than ranged ones that are not energy based, because if he were to do so, his own move would damage him. Melee attacks are not possible for him when he has the shield active, which lasts for twelve seconds. It cannot block Super Moves, or anything of that nature. Those with a higher ATK than his Def could easily break through the shield. Once destroyed, it would take him 45 seconds in order to create a replacement of the shield.
Requires: Area Shield, Area Attack, Debuff, Ranged, Ranged Materialize.
Sonic Collar:
The sonic collar is a collar around his neck that was made based off of research into the technology of sonic waves. This has a range of 30 feet from him in any direction. It takes him ten seconds to charge the collar up, and the collar has 2 uses that he can choose to use. One of these creates a sphere around his body that is made out of sonic waves, that repels physical attacks that are headed his way. This includes such things as blades other than Laser Swords, or similar, missiles, bullets, explosives and things like those that pelt him with purely physical attacks. The shield can last about ten seconds, at maximum before the power pack of the Sonic Collar would need to be changed out. The other use of the collar is that it can be used as a "shout" type weapon, sending a sonic blast out of his mouth that has a knock back effect, that will daze an opponent for seven seconds, and does medium damage to them. This takes him about 15 seconds to charge up. Both forms are moderately draining on his stamina. They can be used with other moves, and don't require much concentration.
Required Profs: Remote Control, Area Attack, Debuff, Area Defense, Ranged Proficiency, Ranged Materialize.
Crudely made Explosive:
A crudely made explosive device that cannot wait to go off. The true purpose of the crudely made explosives is to debuff someone by essentially detonating a flash bang in their face which is what the crudely made explosives are made to do. Each of these deals less than pitiful damage to an opponent that they are used against. However, because of the lesser damage of the explosives he is capable of using, Veritas was able to rig them to be like a flash bang. Unfortunately, they can only sustain the effect of blinding and deafening an opponent temporarily, for about six seconds. They are heavily draining on his stamina to create more than one of these at a time, and so he is limited at 3 per battle, if he can even muster the energy to do that much with them. It takes him about seven seconds to create a single one of these explosives. They can be used while moving. They can be used with non-melee based moves. It takes a small amount of focus to arm them. They can be thrown thirty feet. The area of the explosion's impact is about four feet, as is the area of the debuff. The debuff lasts three seconds.
This requires the Ranged Proficiency, the Remote Control Proficiency, Area Attack Proficiency, and Debuff Proficiency.
Believe I've edited everything. I've also taken the Tendrils back to the doc where I was working on them for now, because you've pointed out a great number of problems that I will have to fix.
Explosives are approved.
Shield Generator: I still need to know how draining this is on his stamina, if it requires concentration to cast/maintain and if it can be used while moving around.
Shock Collar: I still need the answer to the following questions:
Does that mean people can’t walk through it? How strong is the shield before it fails? Can he move while using this? What’s the size on the knockback blast? Does it do any damage or just knock down and debuff?[/spoiler]
Marcus
[spoiler]
(07-31-2017, 01:26 PM)Marcus Wright Wrote: Lethal Injection- Tier 1 Super Move
A ironic way of being picked off by a cyborg, Marcus lifts the target up and smashes them against whatever and a syringe appears in Marcus’s hand, once the same way he died, becomes the target’s worst nightmare.
He stabs said target with syringe and watches as they suffer the same way he did over time. The stab is only as fast as the target themselves. If SPD is faster than Marcus, they can avoid the syringe.
This is a Super, so you don’t need to mention people being too fast to hit. They’d need a Defensive Super to avoid it.[/spoiler]
Daniel Wrote:gonna milk the shit out of those milkies
Gildarts Wrote:Sorry if you got diabetes from this, and sorry again if you were offended by that comment because you do have diabetes.
Alex Wrote:clowns don't have marriage rights

